Triangle shaders and pipeline

This commit is contained in:
nothke 2024-06-11 02:19:48 +02:00
parent 2135613c49
commit baca95edea
3 changed files with 592 additions and 1 deletions

View File

@ -1,10 +1,17 @@
const std = @import("std"); const std = @import("std");
const sokol = @import("sokol"); const sokol = @import("sokol");
const sg = sokol.gfx; const sg = sokol.gfx;
const shader = @import("shaders/triangle.glsl.zig");
var pass_action: sg.PassAction = .{}; var pass_action: sg.PassAction = .{};
const state = struct {
var bind: sg.Bindings = .{};
var pip: sg.Pipeline = .{};
};
export fn init() void { export fn init() void {
sg.setup(.{ sg.setup(.{
.logger = .{ .func = sokol.log.func }, .logger = .{ .func = sokol.log.func },
@ -13,6 +20,26 @@ export fn init() void {
sokol.time.setup(); sokol.time.setup();
std.log.info("Vertex buffers len: {}", .{state.bind.vertex_buffers.len});
state.bind.vertex_buffers[0] = sg.makeBuffer(.{
.data = sg.asRange(&[_]f32{
// positions colors
0.0, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0,
0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0,
-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0,
}),
});
var pip_desc: sg.PipelineDesc = .{
.shader = sg.makeShader(shader.triangleShaderDesc(sg.queryBackend())),
};
pip_desc.layout.attrs[0].format = .FLOAT3;
pip_desc.layout.attrs[1].format = .FLOAT4;
state.pip = sg.makePipeline(pip_desc);
pass_action.colors[0] = .{ pass_action.colors[0] = .{
.load_action = .CLEAR, .load_action = .CLEAR,
.clear_value = .{ .r = 0, .g = 1, .b = 0, .a = 1 }, .clear_value = .{ .r = 0, .g = 1, .b = 0, .a = 1 },

22
src/shaders/triangle.glsl Normal file
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@ -0,0 +1,22 @@
@vs vs
in vec4 position;
in vec4 color0;
out vec4 color;
void main() {
gl_Position = position;
color = color0;
}
@end
@fs fs
in vec4 color;
out vec4 frag_color;
void main() {
frag_color = color;
}
@end
@program triangle vs fs

View File

@ -0,0 +1,542 @@
const sg = @import("sokol").gfx;
//
// #version:1# (machine generated, don't edit!)
//
// Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
//
// Cmdline:
// sokol-shdc -i src/examples/shaders/triangle.glsl -o src/examples/shaders/triangle.glsl.zig -l glsl410:metal_macos:hlsl5:glsl300es:wgsl -f sokol_zig
//
// Overview:
// =========
// Shader program: 'triangle':
// Get shader desc: shd.triangleShaderDesc(sg.queryBackend());
// Vertex shader: vs
// Attributes:
// ATTR_vs_position => 0
// ATTR_vs_color0 => 1
// Fragment shader: fs
//
pub const ATTR_vs_position = 0;
pub const ATTR_vs_color0 = 1;
//
// #version 410
//
// layout(location = 0) in vec4 position;
// layout(location = 0) out vec4 color;
// layout(location = 1) in vec4 color0;
//
// void main()
// {
// gl_Position = position;
// color = color0;
// }
//
//
const vs_source_glsl410 = [194]u8 {
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};
//
// #version 410
//
// layout(location = 0) out vec4 frag_color;
// layout(location = 0) in vec4 color;
//
// void main()
// {
// frag_color = color;
// }
//
//
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//
// #version 300 es
//
// layout(location = 0) in vec4 position;
// out vec4 color;
// layout(location = 1) in vec4 color0;
//
// void main()
// {
// gl_Position = position;
// color = color0;
// }
//
//
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};
//
// #version 300 es
// precision mediump float;
// precision highp int;
//
// layout(location = 0) out highp vec4 frag_color;
// in highp vec4 color;
//
// void main()
// {
// frag_color = color;
// }
//
//
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};
//
// static float4 gl_Position;
// static float4 position;
// static float4 color;
// static float4 color0;
//
// struct SPIRV_Cross_Input
// {
// float4 position : TEXCOORD0;
// float4 color0 : TEXCOORD1;
// };
//
// struct SPIRV_Cross_Output
// {
// float4 color : TEXCOORD0;
// float4 gl_Position : SV_Position;
// };
//
// void vert_main()
// {
// gl_Position = position;
// color = color0;
// }
//
// SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
// {
// position = stage_input.position;
// color0 = stage_input.color0;
// vert_main();
// SPIRV_Cross_Output stage_output;
// stage_output.gl_Position = gl_Position;
// stage_output.color = color;
// return stage_output;
// }
//
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//
// static float4 frag_color;
// static float4 color;
//
// struct SPIRV_Cross_Input
// {
// float4 color : TEXCOORD0;
// };
//
// struct SPIRV_Cross_Output
// {
// float4 frag_color : SV_Target0;
// };
//
// void frag_main()
// {
// frag_color = color;
// }
//
// SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
// {
// color = stage_input.color;
// frag_main();
// SPIRV_Cross_Output stage_output;
// stage_output.frag_color = frag_color;
// return stage_output;
// }
//
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};
//
// #include <metal_stdlib>
// #include <simd/simd.h>
//
// using namespace metal;
//
// struct main0_out
// {
// float4 color [[user(locn0)]];
// float4 gl_Position [[position]];
// };
//
// struct main0_in
// {
// float4 position [[attribute(0)]];
// float4 color0 [[attribute(1)]];
// };
//
// vertex main0_out main0(main0_in in [[stage_in]])
// {
// main0_out out = {};
// out.gl_Position = in.position;
// out.color = in.color0;
// return out;
// }
//
//
const vs_source_metal_macos = [419]u8 {
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};
//
// #include <metal_stdlib>
// #include <simd/simd.h>
//
// using namespace metal;
//
// struct main0_out
// {
// float4 frag_color [[color(0)]];
// };
//
// struct main0_in
// {
// float4 color [[user(locn0)]];
// };
//
// fragment main0_out main0(main0_in in [[stage_in]])
// {
// main0_out out = {};
// out.frag_color = in.color;
// return out;
// }
//
//
const fs_source_metal_macos = [315]u8 {
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};
//
// diagnostic(off, derivative_uniformity);
//
// var<private> position_1 : vec4f;
//
// var<private> color : vec4f;
//
// var<private> color0 : vec4f;
//
// var<private> gl_Position : vec4f;
//
// fn main_1() {
// let x_18 : vec4f = position_1;
// gl_Position = x_18;
// let x_23 : vec4f = color0;
// color = x_23;
// return;
// }
//
// struct main_out {
// @builtin(position)
// gl_Position : vec4f,
// @location(0)
// color_1 : vec4f,
// }
//
// @vertex
// fn main(@location(0) position_1_param : vec4f, @location(1) color0_param : vec4f) -> main_out {
// position_1 = position_1_param;
// color0 = color0_param;
// main_1();
// return main_out(gl_Position, color);
// }
//
//
const vs_source_wgsl = [612]u8 {
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};
//
// diagnostic(off, derivative_uniformity);
//
// var<private> frag_color : vec4f;
//
// var<private> color : vec4f;
//
// fn main_1() {
// let x_12 : vec4f = color;
// frag_color = x_12;
// return;
// }
//
// struct main_out {
// @location(0)
// frag_color_1 : vec4f,
// }
//
// @fragment
// fn main(@location(0) color_param : vec4f) -> main_out {
// color = color_param;
// main_1();
// return main_out(frag_color);
// }
//
//
const fs_source_wgsl = [376]u8 {
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};
pub fn triangleShaderDesc(backend: sg.Backend) sg.ShaderDesc {
var desc: sg.ShaderDesc = .{};
desc.label = "triangle_shader";
switch (backend) {
.GLCORE => {
desc.attrs[0].name = "position";
desc.attrs[1].name = "color0";
desc.vs.source = &vs_source_glsl410;
desc.vs.entry = "main";
desc.fs.source = &fs_source_glsl410;
desc.fs.entry = "main";
},
.GLES3 => {
desc.attrs[0].name = "position";
desc.attrs[1].name = "color0";
desc.vs.source = &vs_source_glsl300es;
desc.vs.entry = "main";
desc.fs.source = &fs_source_glsl300es;
desc.fs.entry = "main";
},
.D3D11 => {
desc.attrs[0].sem_name = "TEXCOORD";
desc.attrs[0].sem_index = 0;
desc.attrs[1].sem_name = "TEXCOORD";
desc.attrs[1].sem_index = 1;
desc.vs.source = &vs_source_hlsl5;
desc.vs.d3d11_target = "vs_5_0";
desc.vs.entry = "main";
desc.fs.source = &fs_source_hlsl5;
desc.fs.d3d11_target = "ps_5_0";
desc.fs.entry = "main";
},
.METAL_MACOS => {
desc.vs.source = &vs_source_metal_macos;
desc.vs.entry = "main0";
desc.fs.source = &fs_source_metal_macos;
desc.fs.entry = "main0";
},
.WGPU => {
desc.vs.source = &vs_source_wgsl;
desc.vs.entry = "main";
desc.fs.source = &fs_source_wgsl;
desc.fs.entry = "main";
},
else => {},
}
return desc;
}